Origins are a feature in Deepwoken which provide the player with certain gear and allegiances on spawn, depending on which Origin is chosen. These can affect how you play the game in different ways. You CANNOT change your origin mid progression, you will need to WIPE in order to pick a new origin.
Castaway[]
- “ Washed ashore in an unfamiliar place, you find hospitality within the Kingdom of Etrea. ”
Castaway is the default, intended way to play the game, and is available to the player upon purchase of the game. It has no restrictions and no benefits.
- You can choose between Etris or Isle of Vigils as your spawn.
- You begin with nothing but the Stranded outfit, and a starting weapon of your choice; along with 3 training items: 1 of your highest attribute, 1 weapon manual, and 1 for your respective Attunement. If you have no Attunement, you'll gain a training item of your second highest investment instead.
- Alternatively, if you complete the Tutorial, you will start with an extra 29/59 ,Leather Gloves, a Mantra of your choosing, Flint, and a Dumbbell, on top of what you already start with.
- Your starting reputations are:
- Friend of The Kingdom of Etrea and Lost Celtor
- Enemy of The Knives of Eylis, The Ministry and The Hundred Legions
Note: Asking The Captain to remind you about him in Fragments of Self will lock you to this origin.
Lone Warrior[]
- “ You awake to find yourself in a hall of ivory white, your memories of all other than combat are hazy. ”
Obtainment: Wipe for the first time OR Defeat the Thresher in the Trial of One.
Lone Warrior gives players a convenient way to access Trial of One from the get-go, allowing them to kickstart their progression.
With simply doing Trial of One, you end up at Power 6 with 5 points remaining. With the Autodidact boon, you end up at Power 7 with 2 points remaining. With the aspect Adret and the boon Autodidact, you end up at Power 8 with 3 points remaining.
- You spawn at Minityrsa, specifically at the Trial of One gate.
- [PRO] Spawns you in the Trial of One.
- [PRO] Allows use of the Shrine of Solitude.
- [PRO] Dying in the Trial of One gives you an option to instantly send you to the Fragments of Self, however you must have defeated the Megalodaunt to have this option.
- [CON] Your default spawn puts you in enemy territory, and there is no nearby town.
Deepbound[]
- “ Your training is almost complete, though you were raised in these halls, you must now venture out into the Wastes to prove your worth. ”
Obtainment: Encounter Akira in the Celtor Wastes and inquire to him about joining The Divers. Reunite with him in Castle Light to obtain the Origin.
- You don't actually need to join the Divers to obtain Deepbound, you just need to talk to him.
Deepbound grants players a way to progress primarily in The Depths, with many added benefits to make it much easier. However, while they are not forced to stay in The Depths to progress, the Deepbound Contract innate Talent, which is provided alongside this Origin, will attempt to stop players from leaving The Depths too early.
- You can choose to either spawn at Castle Light or the Diluvian Mechanism, both located in The Depths.
- Your starting reputations are:
- Friend of The Divers and Lost Celtor
- Enemy of The Knives of Eylis, The Ministry and The Hundred Legions
- Grants the Deepbound Contract Talent "Call of the Deep"
- If you use the ability you will spawn at Castle Light just like how you would spawn when out of layer 1/2
- If used within Scyphozia (Layer 1), it will instead teleport you to the entrance of Castle Light, similar to using it on the surface, with a 20 minute cooldown.
- If used while in the depths trial, You will instead be sent into the middle of the arena.
- Cannot be used in combat or in any dungeons, though can be used anywhere else including Voidzones.
- Returning to the main menu during the animation will cancel the teleport.
- If you use the ability you will spawn at Castle Light just like how you would spawn when out of layer 1/2
- [PRO] Increased EXP Gain in The Depths, increased further below Power 15.
- [CON] Reduced EXP Gain in the Overworld.
- [PRO] You regain sanity in Castle Light.
- [PRO/CON] Your Depths Trial will always be The Enforcer at minimum, with the possibility of a Nautilodaunt.
- [PRO] You spawn with Diver Apprentice Armor.
- [PRO] Castle Light necessities are available to you (the banker, the antiquarian, a working fire place, etc.).
- [CON] You cannot do Trial of One. Although spawning at the Diluvian Mechanism might serve as a good alternative, it is much more difficult.
- [PRO] You regain sanity from killing monsters in the Depths.
- [PRO] You gain bonus bell progress from killing monsters in The Depths, depending on their health.
- [PRO] You can gain access to a secret passageway in the Depths that allows you to bypass the Resonance door that gates the Temple of Hearts and you therefore have access to every Deep Shrine without having to go to the surface.
- [PRO] You can always enter Castle Light regardless of the status of your soul. (If you die in the overworld while on second life you can still enter)
- [PRO] If you are a contractor, You will still be able to enter castle light.
- [Neutral] for an unknown reason you always spawn at 17
Voidwalker[]
- “ The contract is sealed, enlisting you into an otherworldly mercenary group, the Knives of Eylis. Despite the brutal training, it seems Eylis herself has a plan in mind for you. ”
Obtainment: On a single character, grip 5 players who are not allied with you (Chime of Conflict grips count, but only as '0.5' of a grip.) Afterwards, talk to Eiris- who will reside under the deck of non-burning boat during the Kingdom of Etrea VS. Knives of Eylis event. Speak using the 2nd dialogue option- which will unlock itself given that you have the grips required, then enter a Knife Captain's Time Bubble. You will be warped to the Voidheart, where you need to talk to Eylis, the Punished Dreamer to receive the origin.
Voidwalker grants players a PvP focused style of progression, greatly favoring- but not mandating- killing bounty targets for EXP. Those under this Origin can partake in PvE for EXP as well but will experience a lesser return of EXP compared to those of a different Origin. This Origin provides the Grasp of Eylis innate Talent, which will allow you to teleport around the vicinity of a bounty as long as you are teleporting from the Voidheart, the Voideye, which allows you to return to the Voidheart from most locations given that you aren't in combat, and the Voidwalker Contract innate Talent, which solidifies your connection to Eylis.
- Grants the Knives of Eylis Talent "Voidwalker Contract"
- Your starting location is The Voidheart.
- Talk to the Voidmother to leave, taking you to Lower Erisia initially, but upon next encounter, taking you to where you last used the Voideye.
- Talking to the Voidmother while in combat opens a rift that other players can follow into.
- [PRO] Increased EXP Gain from bounties...
- [CON] ...but reduced EXP Gain from events.
- Your starting location is The Voidheart.
- Grants the Knives of Eylis Talent "Grasp of Eylis"
- [PRO] Using the Grasp of Eylis teleport you near a bounty target of your choice...
- [CON] ...but is only available if they are higher power than you or at most 4 power less than you, along with only being able to teleport from the Voidheart.
- [PRO/CON] If your target runs too far away and is no longer in combat, or likewise if you get away from your target, you are brought back to the Voidheart.
- The are two ways of using the Grasp of Eylis that will show before teleporting, the first one is ferocity and the other one is stealth.
- [PRO] With the Ferocity option, your selected target will be highlighted in red through walls for a moment after you teleport, so make sure to move your camera around quickly to spot the red highlight.
- [CON] ...but you will gain a very obvious tentacle-whirring effect on your head that will alert your target of your immediate intentions, alongside a loud whirring sound effect that initially plays when you get teleported near your bounty.
- [PRO] With the Stealth option, you do not make a sound, do not receive the particle effects until you engage your target, and can approach players that are further away from Ferocity's range...
- [CON] ...but you do not gain vision of your target. It should be noted that you can still tell where they generally are from the bounty itself.
- Grants the Knives of Eylis Talent "Voideye".
- Using this ability brings you backs to the Voidheart.
- This ability has a 5-minute cooldown. The cooldown also automatically ends whenever a bounty is completed.
- Talking to the Voidmother brings you back to where you used the Voideye to return to the Voidheart.
- [PRO/CON] You spawn with Whaler Initiate Armor.
- [PRO] Have access to the Bounty Board of the Knives of Eylis, which, uniquely to it, have bounties of player who have a bounty for any faction with a bounty board (including other Voidwalkers)
- Having a bounty for any of the following factions will also add the bounty this board: Etrea, The Hive, The Ignition Union, Summer Company, The Central Authority, The Knives of Eylis, The Divers.
- Your starting reputations are:
- Friend of The Knives of Eylis and Lost Celtor
- Enemy of The Kingdom of Etrea, The Children of Navae, The Hive, The Ministry, The Hundred Legions and The Summer Company.
- If you are one of the 3 Hive aspects (Chrysid, Ganymede, or Vesperian) you do not start with negative Hive reputation.
- [CON] Due to your starting reputation, once you reach Power 5 you will likely be bounty hunted by other Voidwalkers until you work on gaining a positive reputation with Etrea and The Hive. (Or other factions which may've put your bounty on their boards.)
Ignition Delver[]
- “ Just another day on the job. The riches below ain't gonna extract themselves now, are they? ”
Obtainment: On any character, go to Layer 2, go and save Epsi then return to Alpha in the union base. In short, do the Arcwarder step but you do not need to get Arcwarder, and you also aren't required to go to Delta in the overworld. If you have already done the Epsi quest, you can simply talk to Alpha in the base and get the origin.
Also obtained from Orion's quest. You must first do his quest, by clearing out the Summer Company guards found in Boiler Room of Miner's Landing, then return to him and report back. After that, you have to talk to him again and you unlock the origin. It should be noted that this doesn't mean that you need to do his quest twice!
You can do Trial of One.
Ignition Deepdelver's main focus are the numerous dungeons in the game, promoting progression with them. They get immediate access to the Saramaed Hollow dungeon which can be done at lower powers (granted you stay on the earlier floors). They can also remotely accept jobs via their Union Pager, allowing them to quickly stack up jobs and EXP. Additionally, they can spawn at the Chariot's Spire in the depths if they wish.
- Your starting reputations are:
- Friend of The Ignition Union and Lost Celtor
- Enemy of The Knives of Eylis, The Ministry, Summer Company and The Hundred Legions.
- Grants the Innate Talent "Union Card"
- Your starting location is Miners Landing or The Chariot's Spire.
- [PRO] Increased EXP Gain from dungeons (ex: layer 2, Saramaed hollow, Duke, and Ferryman) and jobs...
- [CON] ...but reduced EXP Gain from everything else.
- Grants the Innate Talent "Union Pager"
- [PRO] Allows you to remotely accept jobs.
- [PRO] Gain bonus EXP until Power 10.
- [PRO] You spawn with Union Initiate Armor.
- [PRO] Access to Chariot Spire amenities, including:
- An Antiquarian, Banker, Mystic and Campfire
- Layer 2 Entrance via the Deep Drill (unlocked by escaping in Layer 2 Floor 1 via the Deep Drill)
- [PRO] Spawns you in The Frontier Furnace with the generator already turned on.
- [CON] You do not spawn with a Light Hook.
- [CON] (Currently) Forced to return to Castle Light after completing Floor 1 or 2.
- Grants the Ignition Union Talent "Union Hook"
- [PRO] Useful for getting around Eastern Luminant
- [PRO] You regain sanity in Chariot's Spire.
- [PRO] Grants the ability to use the Hollow Forge in Miner's Landing and Chariot's Spire to make Smith Alloy and Armorer's Needles.
- [CON] Confirmed by Arch_Mage to be currently unfinished[1]
Upcoming Origins[]
Authority Origin[]
- An Authority based origin. Not much is known about it, other than you are able to rise the ranks of the Authority with it. (Confirmed by ragoozer and many devs)
The following is speculation:
- Probably similar to how on the Deepbound origin you spawn with the Diver apprentice robes, and with Voidwalker you spawn with the Whaler Initiate coat, you will most likely spawn with the Authority peacekeeper armor, and as you rise through the ranks you may get the Authority Captain armor, and the Authority Commander armor. Possibly alongside a Authority helmet.
- Similar to how Voidwalker may have its own origin Oath in the future, there are chances of the Authority origin also having its own Oath, being the Warmaster Oath.
- The spawn point will most likely be either Fort Merit, or a new location being a small Authority base.
- Very high chances you may start this origin with negative reputation of many factions, such as Etrea or the Children of Navae, and positive reputation with the Divers, Ignition Union, and the Summer Company.
- It may not affect the gameplay or the origin, but they may be some changes depending on the aspect with this origin in terms of dialogue with NPCs, having the Adret aspect (and possibly Canor due to being a big part of the authority in the past.) being more liked by Authority NPCs, but this will likely won't matter if you rank up to Commander. Similar to Kennith if you are an Etrean.
Hive Origin[]
- Confirmed to release alongside Conquest.
- Stated to be a PvE centered origin for players who want to avoid PVP.
Hundred Legions Origin[]
- Confirmed by Dexerius during the QNA: Ragoozer stream with Agamatsu.
Summer Company Origin[]
- Kind of confirmed, unknown release timeframe.
- Stated to be an exotic origin, where progression is different from all others, being more based on guarding and taking explosive crates than going out for grinding.
- Very high chances that when you start with this origin, you will have positive reputation with the Authority and negative reputation with the Ignition Union.
Vigil Origin[]
- Technically confirmed, but release timeframe is unknown.
- Stated to be an origin where you will progress by fighting Authority and Knives of Eylis soldiers.
- You will most likely start with the Vigil Initiate Outfit, rising through getting the Vigil Swordsman Outfit then, the Cloak of Winds, and finally, the Vigil Sentinel. Probably alongside a Vigil Hood.
Gallery[]
Trivia[]
- The Deepbound Origin was originally a Flaw, however this was changed into an Origin during the 8/22/2022 update.
- Deepbound is obtained only after talking to Akira about joining The Divers; you don't have to accept the request to join the Guild in order to obtain Deepbound. This misconception led to a handful of players leaving/disbanding their guilds.
- There was a bug in which joining The Divers as an Officer or Leader of your own guild would make you one in the Divers guild.
- Both Voidwalker and Deepbound were suggested by user MrTheBest2, who was later made a tester.[2]
- With the Deepbound and Voidwalker origins having contract Talents to factions belonging to The Divers and The Knives of Eylis faction respectfully, keeping it in mind that they are origin exclusive justifying their unique features, it is likely the Hive origin (along with presumably the Authority) that they will also contain contract based Talents, which so far have seen a general trend of greatly increasing experience from one path of progression and reducing another path in exchange, it appears that they will contain this feature as well.
- Initially, the Grasp of Eylis tool only had the option to hunt with Ferocity. This naturally made bounties unreasonably difficult and annoying, as the large particle effects that gave your intentions away immediately allowed people an abundant amount of time to log out before you could fight them. Fortunately, (or unfortunately depending on who you are) this was redone to add the Stealth option, allowing you to trade the initial sight of your bounty for the ability to attack and leave the target unaware until they were already fighting you. However, in some cases, it is simply better to go Stealth in places where the outline from Ferocity would be too difficult to see anyways, such as Minitrysa.
- Cap'n Orlandeau's dialogue in the Second Layer changes if you have the Tutorial Origin. Doesn't change that much from the original, but it's a cool secret.
- A clip of the new dialog can be found here: https://streamable.com/v3hxte
- Despite the Summer Company and the Ignition Union's rivalry, Summer Company NPCs won't react any differently if you are an Ignition Delver.